servicepoint-tanks/tanks-backend/TanksServer/Interactivity/PlayerServer.cs
2024-04-22 19:46:40 +02:00

55 lines
1.7 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Net.WebSockets;
using TanksServer.GameLogic;
namespace TanksServer.Interactivity;
internal sealed class PlayerServer(
ILogger<PlayerServer> logger,
ILogger<PlayerInfoConnection> connectionLogger,
TankSpawnQueue tankSpawnQueue,
MapEntityManager entityManager
) : WebsocketServer<PlayerInfoConnection>(logger), ITickStep
{
private readonly ConcurrentDictionary<string, Player> _players = new();
public Player? GetOrAdd(string name, Guid id)
{
var existingOrAddedPlayer = _players.GetOrAdd(name, _ => AddAndSpawn());
if (existingOrAddedPlayer.Id != id)
return null;
logger.LogInformation("player {} (re)joined", existingOrAddedPlayer.Id);
return existingOrAddedPlayer;
Player AddAndSpawn()
{
var newPlayer = new Player(name, id);
tankSpawnQueue.EnqueueForImmediateSpawn(newPlayer);
return newPlayer;
}
}
public bool TryGet(Guid? playerId, [MaybeNullWhen(false)] out Player foundPlayer)
{
foreach (var player in _players.Values)
{
if (player.Id != playerId)
continue;
foundPlayer = player;
return true;
}
foundPlayer = null;
return false;
}
public IEnumerable<Player> GetAll() => _players.Values;
public Task HandleClientAsync(WebSocket webSocket, Player player)
=> HandleClientAsync(new PlayerInfoConnection(player, connectionLogger, webSocket, entityManager));
public Task TickAsync(TimeSpan delta)
=> ParallelForEachConnectionAsync(connection => connection.OnGameTickAsync());
}